windows下检测文件改变

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        这个主要是应用在我前一篇博客里提到的脚本热加载功能。主要实现的功能检测文件夹内文件的变化(改变、新增、删除、重命名),当发现改变的时候通知lua重新加载脚本。基本上就是一个windows api的使用。实际应用中会有一些细节需要注意,比如我习惯使用sublime text编辑,而sublime text保存文件不是直接改变文件内容,而是新增一个文件。这些细节情况需要实际使用中微调。

        代码如下:

#include "FileWatcher.h"#include "cocos2d.h"#include "CCLuaEngine.h"using namespace cocos2d;#ifdef WIN32//  函数: WatchChanges(LPVOID lpParameter)  //  //  目的: 监控目录的程序  //  //  注释:主函数创建线程时制定了这个函数的入口  //       届时该子程序将自动启动执行。  //  备注:因为代码不全,看下面的代码时,主要参考红色的字体部分  static int lastChangeTime = 0;void reloadGame(){int time = GetTickCount();if (time - lastChangeTime <= 1000) {// 忽略短时间内的重新加载请求return;}Director::getInstance()->getScheduler()->performFunctionInCocosThread([](){auto engine = LuaEngine::getInstance();ScriptEngineManager::getInstance()->setScriptEngine(engine);lua_State* L = engine->getLuaStack()->getLuaState();lua_getglobal(L, "reloadGame");lua_call(L, 0, 0);});}DWORD WINAPI WatchChanges(LPVOID lpParameter)//返回版本信息  {wchar_t watchDirectory[512] = {0};MultiByteToWideChar(CP_ACP, 0, (char*)lpParameter, strlen((char*)lpParameter), watchDirectory, sizeof(watchDirectory) / sizeof(wchar_t));//创建一个目录句柄  HANDLE handle_directory=CreateFile(watchDirectory,  FILE_LIST_DIRECTORY,  FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE,  NULL,  OPEN_EXISTING,  FILE_FLAG_BACKUP_SEMANTICS,  NULL);if(handle_directory==INVALID_HANDLE_VALUE) {  DWORD ERROR_DIR=GetLastError();CCLOG("Open Directory Error");}  BOOL watch_state;  while (TRUE)  {char buffer[1024] = {0};DWORD bytesReturned = 0;FILE_NOTIFY_INFORMATION* notify = (FILE_NOTIFY_INFORMATION*)buffer;watch_state=ReadDirectoryChangesW(handle_directory,  (LPVOID)buffer,  sizeof(buffer), TRUE,  FILE_NOTIFY_CHANGE_FILE_NAME|FILE_NOTIFY_CHANGE_DIR_NAME|FILE_NOTIFY_CHANGE_LAST_WRITE,  (LPDWORD)&bytesReturned, NULL, NULL);int err = GetLastError();if (err == ERROR_INVALID_FUNCTION || err == ERROR_NOTIFY_ENUM_DIR) {return -1;} if(watch_state != 0) {DWORD length=WideCharToMultiByte(0,0,notify->FileName,-1,NULL,0,NULL,NULL);  char fileName[256] = {0};WideCharToMultiByte(0,0,notify->FileName,-1,fileName,length,NULL,NULL);  //这里主要就是检测返回的信息,需要注意FILE_NOTIFY_INFORMATION结构体的定义,以便正确调用返回信息if (notify->Action==FILE_ACTION_ADDED) {CCLOG("file add: %s", fileName);// sublime 修改文件是新增一个临时文件,这个是兼容措施reloadGame();}  if (notify->Action==FILE_ACTION_REMOVED) {CCLOG("file delete: %s", fileName);}  if (notify->Action==FILE_ACTION_MODIFIED) {  CCLOG("file changed: %s", fileName);reloadGame();}  //对于下面两种情况,Action本身也是文件名(可能是old_name也可能是new_name)  if (notify->Action==FILE_ACTION_RENAMED_OLD_NAME) {CCLOG("file rename old name: %s", fileName); }  if (notify->Action==FILE_ACTION_RENAMED_NEW_NAME) {CCLOG("file rename new name: %s", fileName);}}  Sleep(500);  }  return 0;  }#endifvoid startWatch(const char* path){#ifdef WIN32static std::string s_path = path;//创建一个线程专门用于监控文件变化  HANDLE TrheadWatch=CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)WatchChanges,(void*)s_path.c_str(),0,NULL);  CloseHandle(TrheadWatch);#endif}

注册给lua的实现:

#include "lua_cutil.h"//#include <conio.h>#include <stdlib.h>#include <ctype.h>#include <stdio.h>#include <string>#include "FileWatcher.h"#include <lua.h>#include <lauxlib.h>int lua_cutil_watch(lua_State *pL){std::string path = luaL_checkstring(pL, 1);startWatch(path.c_str());return 0;}int luaopen_cutil(lua_State *pL){// 注册lua函数luaL_Reg reg [] = {{"watch",     lua_cutil_watch},{NULL, NULL}};luaL_register(pL, "cutil", reg);return 1;}

lua中调用的方式:

                local mainPath = cc.FileUtils:getInstance():fullPathForFilename('Main.lua');                mainPath = string.sub(mainPath, 1, string.find(mainPath, 'Main%.lua') - 1);                print(mainPath);                cutil.watch(mainPath);


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